Virtual Reality in non-Game Sectors

(1) Overview of high potentials of virtual reality in non-game branches

An analysis of the current status regarding the use and potentials of VR technologies in non-game industries across the BSR is made. Insights and keys to success regarding VR technologies is condensed, also closely looking for BSR-specific conditions/potentials. A work group examines good practice VR applications & usage and documents them in a VR Good Practice Database. Both the analysis and the database form an important input for the following activities related to the development of a therapeutic VR application and its implementation in clinical practice.

(2) Identify framework conditions for use of virtual reality applications in hospitals

Experts from three clinics in Hamburg, Warsaw and Odense conduct research on the application of VR technology in hospitals, with regard to spatial requirements, capacity building, security measures, ethical policies, hygiene regulations and data protection. They investigate the situation and conditions in hospitals for using VR applications, in terms of existing technological environment, staff capacities and required know-how to apply VR. Finally, the framework requirements for ethical applications are reviewed and specified.

(3) Develop a virtual reality pilot application for the health sector

Following the requirements discovered at the analysis stage, the VR experts elaborate on a concept for an exemplary VR application to be used in alcohol addiction treatment. Subsequently, the VR work group designs the content and programs the application. Several prototypes are iteratively developed with evaluation rounds and adjustments.
In parallel, the work group develops a VR data tracking system that allows detailed recording of the use of the application and creation of statistics as required for medical use. Finally, runtime and functional testing is conducted to guarantee the stability and reliability of the app.

(4) Pilot, evaluate and implement the virtual reality application for the health sector

Now, the prototype VR app is piloted in the daily clinical practice of the three hospitals with a selected group of patients as participants. The sessions are recorded via the VR data tracking system. A study assessing the medical impacts and a continuous evaluation of the VR functionality accompanies the pilot phase. In parallel, VR experts continue rework of the app and fine-tuning of the user interface. The work group collects all findings on how to implement the VR App in practice in medical treatments gained during the pilot and documents them in a handbook.

(5) Design a VR health reference model

The partners derive lessons learnt and conclusions for successful implementation of VR approaches in health institutions across BSR, develop a VR Health Reference Model and integrate the data collected into the model. This model elaborates on the full process of VR App implementation in health and gives an overview of potentials and general barriers. Dissemination actions take place to introduce the VR Health Reference Model to game developer communities and creative industry beyond games, as well as to promote the use of VR applications in non-game industries.

(6) Discover business opportunities for game developers

The VR experts use the Good Practice Database created at analysis stage and select most promising approaches in view of VR development potentials for non-game industries. With stakeholders of game/VR and health sectors, they discuss findings and elaborate conclusions and recommendations on how to make use of VR and game technologies beyond entertainment. All material is integrated in a Catalogue on the use of VR for non-game industries. Finally, a set of dissemination measures is conducted, including a VR Best Practice Summit.